
####-------------------------------------------------------

#### X-DECOR
#### mods/az_mods/mods_extrablocks/xdecor-libre/settingtypes.txt 

#For enabling a subpart of X-Decor.

enable_xdecor_chess=true
enable_xdecor_cooking=true
enable_xdecor_enchanting=false
enable_xdecor_hive=true
enable_xdecor_itemframe=true
enable_xdecor_mailbox=true
enable_xdecor_mechanisms=true
enable_xdecor_rope=true
enable_xdecor_workbench=true


####-------------------------------------------------------

#### X Bows
#### mods/az_mods/mods_tools/x_bows/settingtypes.txt 

# Disabled per default due to inconsistent mob models scaling (visual_size). This will scale the arrows unproportionally and looks bad. If you have mobs with no scaling you can enable this setting.
#x_bows_attach_arrows_to_entities (Attach arrows to entities) bool false

# Shows caused damage number flying out from the hit object/player.
#x_bows_show_damage_numbers (Show damage caused) bool false


# Shows 3d quiver in 3rd person view (3d armor, and some skins MODs supported - see optional dependencies)
#x_bows_show_3d_quiver (Show 3D Quiver) bool true

####-------------------------------------------------------

#### X Bows extra
#### mods/az_mods/mods_tools/x_bows_extras/settingtypes.txt 

# If enabled, bow and all arrows will be disabled.
x_bows_extras_bow_and_arrows_enabled = true

# If enabled, arrow training will be disabled.
x_bows_extras_arrow_training_enabled = false

# If enabled, arrow poison will be disabled.
x_bows_extras_arrow_poison_enabled = false

# If enabled, arrow rip will be disabled.
x_bows_extras_arrow_rip_enabled = false

# If enabled, arrow flyup will be disabled.
x_bows_extras_arrow_flyup_enabled = false

# If enabled, arrow cluster will be disabled.
x_bows_extras_arrow_cluster_enabled = false

# If enabled, arrow torch will be disabled.
x_bows_extras_arrow_torch_enabled = true

# If enabled, arrow teleport will be disabled.
x_bows_extras_arrow_teleport_enabled = true

# If enabled, arrow knockback will be disabled.
x_bows_extras_arrow_knockback_enabled = false

# If enabled, arrow healing will be disabled.
x_bows_extras_arrow_healing_enabled = false

# If enabled, arrow lightning will be disabled.
x_bows_extras_arrow_lightning_enabled = false

# If enabled, bazooka will be disabled.
x_bows_extras_bazooka_enabled = false

# If enabled, bubble gun will be disabled.
x_bows_extras_bubble_gun_enabled = false

####-------------------------------------------------------

#### 3D ARMOR ANIMATIONS
#### mods/az_mods/mods_ui/3d_armor_flyswim/settingtypes.txt 

#    Make capes part of 3d Armor when enabled
capes_add_to_3darmor=true

#    Enable/Disable the Example Cape "Someones Cape"
# (The Example Cape "Someones Cape" which grants fly_privs when worn and a 100% speed increase) bool false
example_cape=true

#    Enable Fly Animation
# fly_anim (Enable fly animation) bool true

#    Enable Fall Animation
# fall_anim (Enable fall animation) bool true

#    Terminal Velocity Speed kp/h
# fall_tv (Set terminal velocity speed - recommend not exceeding 150 kp/h) int 150

#    Enable Swim Animation
# swim_anim (Enable swim animation) bool true

#    Enable Swim Sneak - swim through 1x1 hole
# swim_sneak (Enable swim sneak) bool true

#    Enable Climb Animation
# climb_anim (Enable climb animation) bool true

#    Enable Crouch/Duck Animation
# crouch_anim (Enable crouch/duck animation) bool true

#    Enable Crouch/Duck - through through 1.5 hole
# crouch_sneak (Enable crouch/duck animation) bool true



####-------------------------------------------------------

#### WIELDED ITEM
#### mods/az_mods/mods_ui/minetest_show_wielded_item/settingtypes.txt 

#If true, also append the 'technical' itemname.
# show_wielded_item_itemname (Show technical itemname) bool false

#Use this setting to manually set the vertical offset of the label which shows
#the name of the wielded item. The offset is in pixels from the bottom of the
#screen.
#Set this to -1 to let the mod guess the offset automatically (recommended).
# show_wielded_item_y_offset (Vertical offset of wielded item name display) int -1 -1

#### mods/az_mods/mods_ui/awards/settingtypes.txt 

# Add default achievements from the awards mod
# awards.add_defaults (Add Default Achievements) bool true

####-------------------------------------------------------

#### SIMPLE SKINS
#### mods/az_mods/mods_ui/simple_skins/settingtypes.txt 

#    When true character model will appear in formspec with current skin as texture
simple_skins_preview=true

#    Skin limit number to limit the number of skins read onto list
# simple_skins_limit (Skin Limit) int 300

####-------------------------------------------------------

#### 3D ARMOR
#### mods/az_mods/modlib_modpack_3d_armor/settingtypes.txt 

# [3d_armor]

# armor_material_wood (Enable wood armor) bool true
# armor_material_cactus (Enable cactus armor) bool true
# armor_material_steel (Enable steel armor) bool true
# armor_material_bronze (Enable bronze armor) bool true
# armor_material_diamond (Enable diamond armor) bool true
# armor_material_gold (Enable gold armor) bool true
# armor_material_mithril (Enable mithril armor) bool true
# armor_material_crystal (Enable crystal armor) bool true
# armor_material_nether (Enable nether armor) bool true

# Increase this if you get initialization glitches when a player first joins.
# armor_init_delay (Initialization delay) int 2
armor_init_delay=6

# Number of initialization attempts.
# Use in conjunction with armor_init_delay if initialization problems persist.
# armor_init_times (Initialization attempts) int 10

# Increase this if armor is not getting into bones due to server lag.
# armor_bones_delay (Delay for bones) int 1
armor_bones_delay=3

# How often player armor items are updated.
# armor_update_time (Armor refresh rate [seconds]) int 1

# Drop armor when a player dies.
# Uses bones mod if present, otherwise items are dropped around the player.
# armor_drop (Drop armor on death) bool true

# Pulverize armor when a player dies, overrides armor_drop.
# armor_destroy (Pulverize armor on death) bool false

# You can use this to increase or decrease overall armor effectiveness,
# eg: level_multiplier = 0.5 will reduce armor level by half.
# armor_level_multiplier (Armor effectiveness multiplier) float 1

# You can use this to increase or decrease overall armor healing,
# eg: armor_heal_multiplier = 0 will disable healing altogether.
# armor_heal_multiplier (Armor healing multiplier) float 1

# Armor set item names, remove or add items to include them or remove them from whats considered an Armor set.
# armor_set_elements (Armor set items) string head torso legs feet shield

# Bonus multiplier when wearing armor set, set to the same as armor_level_multiplier to disable
# armor_set_multiplier (Armor Set Bonus multiplier) float 1.1

# Enable water protection (periodically restores breath when activated).
# armor_water_protect (Enable water protection) bool true

# Enable fire protection (defaults true if using ethereal mod).
# armor_fire_protect (Enable fire protection) bool false

# Enable fire damage from torches (defaults true if using ethereal mod).
# armor_fire_protect_torch (Enable fire protection torch damage) bool false

# Enable punch damage effects.
# armor_punch_damage (Enable damage effects) bool true

# Enable migration of old armor inventories.
# armor_migrate_old_inventory (Migrate old armor inventories) bool true

# Armor is not visible on player model when enabled.
# armor_transparent (Transparent armor) bool false


# [shields]

# shields_disable_sounds (Disable shield sounds) bool false


# [wieldview]

# Set number of seconds between visible wielded item updates.
# wieldview_update_time (Wieldview refresh rate [seconds]) int 2

# Show nodes as tiles, disabled by default.
# wieldview_node_tiles (Show nodes as tiles) bool false

####-------------------------------------------------------

#### DOC ITEMS
#### mods/az_mods/mods_doc/minetest_doc_items/settingtypes.txt 

#This feature is experimental!
#If enabled, the mod will show alternative group names which are a bit
#more readable than the internally used (but canonical) group names. For
#example, the group “wood” may be rendered as “Wood”, “leaves” as
#“Leaves and Needles”, “oddly_breakable_by_hand” as “Hand-breakable”,
#and so on. Note that these alternative names are only used for better
#understanding, they are not official.
#This feature might be removed in later versions if it becomes obsolete.
# doc_items_friendly_group_names (Show “friendly” group names) bool false

#If enabled, the mod will show the itemstring of the entry for each item to
#all players. If disabled, the itemstring will only be shown to players
#with the “give” or “debug” privilege.
#The itemstring is useful to power users and programmers and
#is used e.g. for the /give and /giveme commands.
doc_items_show_itemstrings=true

####-------------------------------------------------------

#### ELEMENT PORTALS
#### mods/az_mods/modlib_modpack_element_portals/settingtypes.txt 

#For enabling or disabling portals.

#element_portals_enable_tree_portals 		(Enable tree portals)		bool true
#element_portals_enable_dirt_portals 		(Enable dirt portals)		bool true
#element_portals_enable_steel_portals 		(Enable steel portals)	bool true
#element_portals_enable_copper_portals 	(Enable copper portals)	bool true
#element_portals_enable_water_portals 		(Enable water portals)	bool true
#element_portals_enable_lava_portals 		(Enable lava portals)		bool true
#element_portals_enable_sand_portals 		(Enable sand portals)		bool true
#element_portals_enable_mese_portals 		(Enable mese portals)		bool false

#Other settings
#element_portals_dirt_portals_range 		(Dirt portals distance max between in and out)	int 25

####-------------------------------------------------------

#### HUD TIMER
#### mods/az_mods/modlibs/hud_timers/settingtypes.txt 

# The format for the timer label - first string is timer name, second one is seconds left.
# hud_timers.format (Hud timers Format) string %s: %s s

# How often timers should be updated (interval duration in seconds).
# hud_timers.globalstep (Hud timers Globalstep) float 0.1 0.000000 1073741824.000000

# How many timers(maximum) may exist at a time.
# hud_timers.hud_timers_max (Hud timers Hud timers max) float 10 0.000000 100.000000

# [hud_timers.hud_pos]


####-------------------------------------------------------

#### AREAS
#### mods/az_mods/modlibs/areas/settingtypes.txt 

# This file is parsed in "settings.lua". Check regex first.

# Static paths do not work well with settings
#areas.filename (Configuration file path) string (world_path)/areas.dat

# Allow players with a privilege create their own areas using /protect
# within the specified size and amount limits.
# areas.self_protection (Self protection) bool false

# Self protection: Privilege required to protect an area
# areas.self_protection_privilege (Self protection: Required privs) string interact

# Refresh delay for the name displays in the HUD in seconds
# areas.tick (HUD update delay) float 0.5 0 100

# Enable the legacy owner_defs metatable mode. Untested and possibly unstable
# areas.legacy_table (Legacy owner_defs metatable) bool false

# [Self protection (normal)]

# Self protection (normal): Maximal size of the protectable area
# Only enter positive whole numbers for the coordinate values or you'll mess up stuff.
# areas.self_protection_max_size (Maximal area size) v3f (64, 128, 64)

# Self protection (normal): Maximal amount of protected areas per player
# areas.self_protection_max_areas (Maximal area count) int 4

# [Self protection (high)]

# Self protection (normal): Maximal size of the protectable area
# This setting applies for plyaers with the privilege 'areas_high_limit'
# areas.self_protection_max_size_high (Maximal area size) v3f (512, 512, 512)

# Self protection (normal): Maximal amount of protected areas per player
# Only enter positive whole numbers for the coordinate values or you'll mess up stuff.
# This setting applies for plyaers with the privilege 'areas_high_limit'
# areas.self_protection_max_areas_high (Maximal area count) float 32

####-------------------------------------------------------

#### MOBS REDO
#### mods/az_mods/modlibs/mobs_redo/settingtypes.txt 

#    If false then mobs no longer spawn in world without spawner or spawn egg
# mobs_spawn (Spawn Mobs) bool true

#    If enabled then monsters no longer spawn in world
# only_peaceful_mobs (Only spawn peaceful Mobs) bool false

#   If enabled then punching mobs no longer shows blood effects
# mobs_disable_blood (Disable Mob blood) bool false

#   If enabled the mobs will be highlighted when hit
# mob_hit_effect (Highlight Mob when Hit) bool false
mob_hit_effect=true

#    If disabled then Mobs no longer destroy world blocks
# mobs_griefing (Griefing Mobs) bool true
mobs_griefing=false

#    If false then Mobs no longer spawn inside player protected areas
# mobs_spawn_protected (Spawn Mobs in protected areas) bool true

#    If false then Monsters no longer spawn inside player protected areas
# mobs_spawn_monster_protected (Spawn Monsters in protected areas) bool true
mobs_spawn_monster_protected=false

#    If true Mobs will be removed once a map chunk is out of view
# remove_far_mobs (Remove far Mobs) bool true

#    Sets Mob difficulty level by multiplying punch damage
# mob_difficulty (Mob difficulty) float 1.0

#    Contains a value used to multiply Mob spawn values
# mob_chance_multiplier (Mob chance multiplier) float 1.0

#    When false Mob no longer drop items when killed
# mobs_drop_items (Mob drops) bool true

#    Sets minimum distance around player that mobs cannot spawn
# mob_nospawn_range (Mob no-spawn range) float 12.0

#    Sets maximum number of active mobs in game (0 for unlimited)
# mob_active_limit (Mob Active Limit) float 0
mob_active_limit=50

#    Enables area check when spawning mobs
# mob_area_spawn (Mob Area Spawn) bool false

#    Enable peaceful player attack prevention
# enable_peaceful_player (Mobs do not attack peaceful player without reason) bool false

#    Enable mobs smooth rotation
# mob_smooth_rotate (Smooth rotation for mobs) bool true

#   Fix Mob Height if too low so they cannot escape through specific nodes
# mob_height_fix (Fix Mob Height) bool true

# [Pathfinding]
#    Enable pathfinding (default Enabled)
# mob_pathfinding_enable (Enable pathfinding) bool true
#    Use pathfinder mod if available (default Enabled)
# mob_pathfinder_enable (Use pathfinder mod if available) bool true
#    How long before stuck mobs starts searching (default 3.0)
# mob_pathfinding_stuck_timeout (How long before stuck mobs start searching) float 3.0
#    How long will mob follow path before giving up (default 5.0)
# mob_pathfinding_stuck_path_timeout (How long will mob follow path before giving up) float 5.0
#    Which pathfinding algorithm to use
#      - Dijkstra (default)
#      - A*_noprefetch (AStar_noprefetch)
#      - A* (AStar)
#      (A* names differ cause Minetest doesn´t allow "*" in settings)
# mob_pathfinding_algorithm (pathfinding algorithm) enum Dijkstra Dijkstra,AStar_noprefetch,AStar
# max search distance from search positions (default 16)
# mob_pathfinding_searchdistance (path search distance) int 16
# max jump height for pathfinding (default 4)
# mob_pathfinding_max_jump (path max jump height) int 4
# max drop height for pathfinding (default 6)
# mob_pathfinding_max_drop (path max drop height) int 6

####-------------------------------------------------------

#### TUBELIB
#### mods/az_mods/modlibs/tubelib2/settingtypes.txt 

# Enable/disable test blocks
# tubelib2_testingblocks_enabled (enable test blocks) bool false


####-------------------------------------------------------

#### BIOME LIB
#### mods/az_mods/modlibs/biome_lib/settingtypes.txt 

# Comma-separated list of things that a spawned node is allowed to grow
# through.  Air is always added to whatever else you specify here.
# biome_lib_default_grow_through_nodes (List of things a plant can grow through) string default:snow

# Comma-separated list of nodes that should be treated as water or water-like
# for the sake of looking for neighboring wet ground.
# biome_lib_default_water_nodes (List of "water-like" sources) string default:water_source,default:water_flowing,default:river_water_source,default:river_water_flowing

# Comma-separated list of nodes that should be considered "wet" if one of
# the configured "water-like" sources is nearby.
# biome_lib_default_wet_surfaces (List of "wet" nodes) string default:dirt,default:dirt_with_grass,default:sand

# Comma-separated list of nodes that something must be sitting on to be
# able to actively change from one thing to another (such as a sapling
# growing into a tree), to be used if the mod that added that growable
# thing didn't provide its own list of suitable surfaces.
# biome_lib_default_grow_nodes (List of default surfaces a plant can thrive on) string default:dirt_with_grass

# Comma-separated list of nodes to use as the "root" of something that can
# gradually climb up a wall (such as ivy), to be used if the mod that added
# the climing thing didn't provide its own list.
# biome_lib_default_ground_nodes (List of default root nodes) string default:dirt_with_grass

# biome_lib divides its workload into "actions", as dictated by the sum
# total of all mods that use it, and this sets how much of that work is done
# per globalstep tick.  If positive, a single action is executed on that
# percentage of ticks, on average. If negative, it becomes positive, and
# that many actions are executed on every single tick, skipping none.
# More negative means more throughput, at the expense of lag.  On fast PC's,
# a setting of between -500 and -2000 might be good.
# biome_lib_queue_ratio (Queue run ratio) int -200
# biome_lib_queue_ratio=-50

# Minetest's map generator allows neighboring areas to overflow into one
# another, to create smooth terrain, but it often hands the map blocks that
# comprise those areas to Lua (and hence, to biome_lib) before that overflow
# function happens, which causes the mapgen to overwrite whatever Lua does
# to them.  This setting (in seconds) makes biome_lib wait before adding its
# normal output to those map blocks, to give the engine plenty of time to
# run that overflow feature first.
# biome_lib_block_timeout (Deferred block timeout) int 300

# This does just what it sounds like - it shows all debug output that's sent
# with a level equal to or greater than this value.  A setting of 0 shows only
# the bare necessities, such as the startup and shutdown messages, 1 adds
# internal non-fatal errors to what's shown, 2 adds warnings, 3 adds other
# basic info, 4 adds all the verbose debugging spew. 3 is perhaps the most
# useful setting.
# biome_lib_debug_log_level (Debug log level) int 0

####-------------------------------------------------------

#### MESECONS
#### mods/az_mods/modlib_modpack_mesecons/settingtypes.txt 

# [mesecons]

# mesecon.resumetime (Startup delay) int 4 1 10
# mesecon.overheat_max (Device heat limit) int 20 1 100
# mesecon.cooldown_time (Device cooldown time) float 2.0 0.1 10.0
# mesecon.cooldown_granularity (Cooldown step length) float 0.5 0.0 1.0


# [mesecons_blinkyplant]

# mesecon.blinky_plant_interval (Plant blinking interval) int 3 1 5


# [mesecons_detector]

# mesecon.detector_radius (Player detector scanning radius) int 6 3 16
# mesecon.node_detector_distance_max (Node detector distance limit) int 10 1 16


# [mesecons_luacontroller]

# mesecon.luacontroller_string_rep_max (string:rep result length limit) int 64000 1000 1000000
# mesecon.luacontroller_digiline_maxlen (Digiline message size limit) int 50000 1000 1000000
# mesecon.luacontroller_maxevents (Controller execution time limit) int 10000 1000 100000
# mesecon.luacontroller_memsize (Controller memory limit) int 100000 10000 1000000

# Use node timer for interrupts (runs in active blocks only).
# IID is ignored and at most one interrupt may be queued if this setting is enabled.
# mesecon.luacontroller_lightweight_interrupts (Lightweight interrupts) bool false

# Behavior of print() inside a luacontroller. By default, this emits a message into actionstream.
# Set it to noop if you wish to disable that behavior.
# mesecon.luacontroller_print_behavior (Behavior of print) enum log log,noop

# [mesecons_mvps]

# In pre-existing world, MVPS may not be labelled with the owner.
# Protection handling for them is configurable.
# - normal: allow legacy MVPS to work in unprotected areas only
# - compat: allow legacy MVPS to work everywhere
# - ignore: allow all MVPS to work everywhere
# - restrict: disallow legacy MVPS
# Note that new unowned (e.g. machine-placed) MVPS are always
# handled as in `normal` mode.
# mesecon.mvps_protection_mode (MVPS [movestones, pistons] protection handling) enum compat normal,compat,ignore,restrict

# [mesecons_movestones]

# mesecon.movestone_speed (Speed) int 3 1 10
# mesecon.movestone_max_push (Max push) int 50 1 100
# mesecon.movestone_max_pull (Max pull) int 50 1 100


# [mesecons_pistons]

# mesecon.piston_max_push (Max push) int 15 1 100
# mesecon.piston_max_pull (Max pull) int 15 1 100


# [mesecons_pressureplates]

# mesecon.pplate_interval (Check interval) float 0.1 0.1 1.0

#### mods/az_mods/mods_admin/mod-whitelist/settingtypes.txt 


# Enables/Disables whitelist feature.
# whitelist.enable (Enable whitelist) bool true

# Sets a custom message to display when access to server is denied.
# whitelist.message (Whitelist message) string Server access is restricted to whitelisted players only.

#### mods/az_mods/mods_mapgen/thelowerroad/settingtypes.txt 

# the position on the x axis, the road is placed at (in nodes)
# this actually just selects the chunks the road is placed in,
# actual placement is near the center (x-wise) of the selected chunk
# thelowerroad.axisx (X Position of the road) int 100

# defining the road wobble
# the factor x-pos is divided by, before taking the sinus
# values larger than the chunksize will stretch out the wobble
# values smaller than chunksize produce varying results depending on the resonance with chunksize
thelowerroad.sinfactor (The road wobble) int 62 40 10000

# the result of sin(x-pos / sinfactor) is multiplied by this
# the bigger the value, the bigger the wobble
# values bigger than (chunksize/2)-roadwith will break the mod. 20 is a safe value
# thelowerroad.sinspread (The spread of the road wobble) int 30 2 37
thelowerroad.sinspread=20

# affects the rareness of house generation
# setting this to 0 will create houses one the ground
# larger values create houses only if the road is underground
# thelowerroad.house_rareness (Roadside-house rareness) int 0 0 11

# if the trees are getting cleared out if the road is underground
# if set to 1, all trees above the road will be removed
# even if the road is currently underground
# if set to 0, trees are only cleared if neccesary
# thelowerroad.excessive_clearing (Excessive tree-clearing) int 0 0 1

# road base elevation
# in blocks above sea-level
# thelowerroad.roadelevation (road base elevation above sealevel) int 0 0 20


####-------------------------------------------------------

#### TUNNEL MAKER
#### mods/az_mods/mods_gameplay/tunnelmaker/settingtypes.txt 

# This file contains settings of tunnelmaker that can be changed in
# minetest.conf

#    Default for digging mode in User config menu.
#    1 = General purpose, 2 = Advanced trains, 3 = Bike paths.
#    (default = 2)
# tunnel_digging_mode (Tunnel digging mode) int 2 1 3

#    Default for width/lined tunnels option in User config menu.
#    (default = false)
# add_lined_tunnels (Add lined tunnels) bool false

#    Default for up/down digging option in User config menu.
#    (default = false)
continuous_updown_digging=true

#    Allow the use of other materials in desert biomes.
#    Material changes in "Marking desert" and "Coating desert"
#    (default = false)
add_desert_material=true

#    Type of light to use in tunnels.
#    (default = default:torch)
#    This can optionally include ",int" at end to specify param2 value to use if lamp needs to be rotated to work on ceiling.
#    Example is mydefaultlights:ceiling_light_white,20 to give a flat modern looking lamp.
# tunnel_lights (Tunnel lights) string default:torch

#    Set height for train tunnels.
#    (default = 5)
# train_tunnel_height (Train tunnel height) int 5 5 8

#    Define if train tunnels have arches.
#    (default = true)
# train_tunnel_arches (Train tunnel arches) bool true

####-------------------------------------------------------

#### SIMPLE WOODCUTTER
#### mods/az_mods/mods_gameplay/simple-woodcutter/settingtypes.txt 

# Delay for each step.
#
# This delay is multiplied by 100 for users without the "lumberjack" privilege in multiplayer.
#simple_woodcutter.delay (Delay in seconds) float 0.01

# Max height of tree.
#simple_woodcutter.max_distance (Distance in blocks) int 40

# Max acceptable space between wood blocks.
#simple_woodcutter.max_radius (Radius in blocks) int 1

# If set to true, digging will stop before tool breaks
simple_woodcutter.prevent_tool_break = true

# If set to true, will not auto-cut downward
simple_woodcutter.only_upward bool = true

# If only_upward is enabled, nodes in this list won't be chopped horizontally at all
# Set to "always" to apply to all trees
simple_woodcutter.only_upward_strict = default:jungletree

####-------------------------------------------------------

#### TOOLRANK
#### mods/az_mods/mods_gameplay/minetest-toolranks/settingtypes.txt 

# Number of tool levels
# toolranks_levels (Levels) int 10
# Number of nodes that need to be dug to reach the next tool level
# toolranks_level_digs (Digs per level) int 500
# Dig speed multiplier at maximum tool level (1.0 to disable)
# toolranks_speed_multiplier (Dig speed multiplier) float 2.0 1.0 10.0
# Durability multiplier at maximum tool level (1.0 to disable)
# toolranks_use_multiplier (Durability multiplier) float 2.0 1.0 10.0

####-------------------------------------------------------

#### ITEM_DROP
#### mods/az_mods/mods_gameplay/item_drop/settingtypes.txt 

#Pick up items automatically
item_drop.enable_item_pickup=true

#Drop items in-world on dig, does nothing in creative mode
item_drop.enable_item_drop=true

#Use a key to pick up items
# item_drop.enable_pickup_key (Use pickup key) bool true

#Collect items when the key is not pressed instead of when it is pressed
item_drop.pickup_keyinvert=true

#What keytype to use as pickup key
# item_drop.pickup_keytype (Pickup keytype) enum Use Use,Sneak,LeftAndRight,RMB,SneakAndRMB

#The volume of the pickup sound
# item_drop.pickup_sound_gain (Pickup sound gain) float 0.4

#Display a particle of the item picked up above the player
# item_drop.pickup_particle (Pickup particle) bool true

#Player pickup radius, the maximum distance from which items can be collected
# item_drop.pickup_radius (Pickup radius) float 0.75

#Magnet radius, items between pickup_radius and this begin flying to the player
#Set it to -1 (or something else smaller than pickup_radius) to disable item
#flying
# item_drop.magnet_radius (Magnet radius) float -1

#Item flight duration, items flying for more than this time are added to the
#player's inventory
# item_drop.magnet_time (Magnet time) float 5.0

#Time delay in seconds after autopicking an item if it's dropped by a player
# item_drop.pickup_age (Pickup age) float 0.5

#Enable manual item pickups by mouse
item_drop.mouse_pickup=true

####-------------------------------------------------------

#### DIGTRON
#### mods/az_mods/mods_machines/digtron/settingtypes.txt 

#This can cause digtrons to operate without consuming fuel or building materials,
#though they still check whether they have enough in inventory.
#It's a separate setting from regular creative mode.
# digtron_uses_resources (Digtron uses resources) bool true

#When true, lava counts as protected blocks.
# digtron_lava_impassible (Lava is impassible to Digtrons) bool true

#Sets how much HP damage a digger does. Soft material diggers do half this.
#Set to 0 to disable damage entirely.
# digtron_damage_hp (Diggers damage this many hp) int 8

#How many seconds a digtron waits between cycles.
#Auto-controllers can make this wait longer, but cannot make it shorter.
# digtron_cycle_time (Minimum Digtron cycle time in seconds) float 1.0 0.0 60.0

#How many Digtron blocks can be moved for each adjacent
#solid block that the Digtron has traction against
# digtron_traction_factor (Digtron traction factor) float 3.0 0.0 1000.0

#The maximum extrusion setting permitted for a Digtron builder module.
# digtron_maximum_extrusion (Digtron maximum extrusion) int 25 1 100

# digtron_marker_crate_good_duration (Duration that 'good' crate markers last) float 3.0 0.0 100.0
# digtron_marker_crate_bad_duration (Duration that 'bad' crate markers last) float 9.0 0.0 100.0

#When a Digtron encounters unloaded map blocks, cause them to load
#so that the Digtron can continue moving.
# digtron_emerge_unloaded_mapblocks (Emerge unloaded map blocks) bool true

# [Fuel costs]

#eg, stone.
#In a default Minetest game one lump of coal provides 40.0 units of fuel.
# digtron_dig_cost_cracky (Fuel cost for digging cracky blocks) float 1.0 0.0 100.0
# eg, dirt, sand.
#In a default Minetest game one lump of coal provides 40.0 units of fuel.
# digtron_dig_cost_crumbly (Fuel cost for digging crumbly blocks) float 0.5 0.0 100.0
#eg, wood.
#In a default Minetest game one lump of coal provides 40.0 units of fuel.
# digtron_dig_cost_choppy (Fuel cost for digging choppy blocks) float 0.75 0.0 100.0
#Fuel cost to dig a block that doesn't fall into one of the other categories.
#In a default Minetest game one lump of coal provides 40.0 units of fuel.
# digtron_dig_cost_default (Fuel cost for digging other block types) float 0.5 0.0 100.0
#How much fuel is required to build a block
#digtron_build_cost (Fuel cost to build one block) float 1.0 0.0 100.0

#If the [technic] mod is installed Digtron can draw power from technic batteries.
#A full battery holds 10000 electrical units. This is divided by the power ratio
#setting to convert it into fuel units.
#digtron_power_ratio (Electrical charge to coal heat conversion ratio) int 1 1000 100

####-------------------------------------------------------

#### DIGILINES
#### mods/az_mods/mods_machines/digilines/settingtypes.txt 

# If enabled, makes some nodes with inventories (like chests) send signals
# when items are moved in the inventory.
#digilines_enable_inventory (Enable inventory signals) bool true

# Enable or disable the LCD panel with visible text.
#digilines_enable_lcd (Enable LCD) bool true

# Enable or disable the light sensor component.
#digilines_enable_lightsensor (Enable light sensor) bool true

# Enable or disable the real time clock component.
#digilines_enable_rtc (Enable RTC) bool true
